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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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nying chart). In fact, some elders’ blood is so potent that they can’t feed on mortals at all,<br />

requiring the Vitae of other vampires to nourish them. Only those with the fewest dots of<br />

Blood Potency can feed from animals.<br />

Eventually, a vampire’s blood becomes so potent that he is unable to fi nd regular prey. At<br />

this point, he falls into torpor, the duration of which is based on his current Blood Potency<br />

and Humanity (see p. 249). While in torpor, a thinning of the blood occurs. Torpor also<br />

causes fever dreams and a general distortion of the mind.<br />

128<br />

chapter two: character<br />

2.2 — EFFECTS OF BLOOD POTENCY<br />

Blood Potency Attribute/Skill/ Max Vitae/ <strong>Vampire</strong>s can<br />

Discipline Maximum Max Vitae per Turn feed from…<br />

1 5 10/1 Animals +<br />

2 5 11/1 Animals +<br />

3 5 12/1 Humans<br />

4 5 13/2 Humans<br />

5 5 14/2 Humans<br />

6 6 15/3 Humans<br />

7 7 20/5 <strong>Vampire</strong>s<br />

8 8 30/7 <strong>Vampire</strong>s<br />

9 9 50/10 <strong>Vampire</strong>s<br />

10 10 100/15 <strong>Vampire</strong>s<br />

A vampire’s Blood Potency increases by one every 50 years. In torpor, however, it decreases<br />

by one every 25 years. As Blood Potency is rated on a 1-to-10 scale, a vampire will more than<br />

likely fall into torpor in about 500 years — as blood requirements grow ever more refi ned and<br />

hard to fulfi ll — sooner for those who engage in diablerie. Characters who diablerize several<br />

vampires in a short span of years can remain active through seven to nine diableries before<br />

the potency of their blood causes them to succumb to torpor. Such Kindred tend to have<br />

short but violent bouts of activity between long periods of torpid idleness.<br />

When Blood Potency decreases (through torpor, for example), any traits that exceed the<br />

character’s new capacity disappear. If Blood Potency increases again during the chronicle<br />

so that a character could once again gain access to them, the player must spend experience<br />

points a second time to “re-learn” what was lost.<br />

Example: Rachel of Clan Daeva has achieved a Blood Potency of 8 after repeated success at diablerie<br />

and has subsequently raised her Presence to 7. Unable to fi nd any vampires of suffi cient Blood Potency<br />

to feed upon, she slips into torpor for a period of 80 years. In this time, Rachel’s Blood Potency drops<br />

three dots (one for every 25 years) to 5.<br />

When she wakes, her Presence is reduced to 5, the trait maximum for a Blood Potency of 5. Over<br />

time, especially if Rachel continues her practice of diablerie, she will have the opportunity to increase her<br />

Presence again. Her player, however, needs to spend the experience points to raise these dots as though<br />

Rachel had never possessed them.<br />

Rumors persist of truly ancient vampires who have found a way to stave off torpor, seemingly<br />

defying the effects of Blood Potency. Some swear that such a thing is possible through<br />

intensive study of blood magic. <strong>The</strong> believe with faith akin to the belief in Golconda, creating<br />

a sort of religious fervor in those seeking to attain transcendence.<br />

MERITS<br />

Merits represent advantages a character may have due to circumstance and opportunity. <strong>The</strong>y<br />

include material possessions and social networks, elements external to the physical changes

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